/****************************************************************************
**
** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of Digia Plc and its Subsidiary(-ies) nor the names
**     of its contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include "logo.h"
#include <qmath.h>
#include "Mesh.h"
#include <iostream>

Logo::Logo(): m_count(0)
{
	
	system("PAUSE");
	//Mesh * mesh = new Mesh();
	//mesh->LoadMesh("../../Resources/Models/torus3DMax.obj");
	printf("Hello Logo");
	//m_data.resize(2500 * 6);

	//const GLfloat x1 = +0.06f;
	//const GLfloat y1 = -0.14f;
	//const GLfloat x2 = +0.14f;
	//const GLfloat y2 = -0.06f;
	//const GLfloat x3 = +0.08f;
	//const GLfloat y3 = +0.00f;
	//const GLfloat x4 = +0.30f;
	//const GLfloat y4 = +0.22f;

	//quad(x1, y1, x2, y2, y2, x2, y1, x1);
	//quad(x3, y3, x4, y4, y4, x4, y3, x3);

	//extrude(x1, y1, x2, y2);
	//extrude(x2, y2, y2, x2);
	//extrude(y2, x2, y1, x1);
	//extrude(y1, x1, x1, y1);
	//extrude(x3, y3, x4, y4);
	//extrude(x4, y4, y4, x4);
	//extrude(y4, x4, y3, x3);

	//const int NumSectors = 100;

	//for (int i = 0; i < NumSectors; ++i)
	//{
	//	GLfloat angle = (i * 2 * M_PI) / NumSectors;
	//	GLfloat angleSin = qSin(angle);
	//	GLfloat angleCos = qCos(angle);
	//	const GLfloat x5 = 0.30f * angleSin;
	//	const GLfloat y5 = 0.30f * angleCos;
	//	const GLfloat x6 = 0.20f * angleSin;
	//	const GLfloat y6 = 0.20f * angleCos;

	//	angle = ((i + 1) * 2 * M_PI) / NumSectors;
	//	angleSin = qSin(angle);
	//	angleCos = qCos(angle);
	//	const GLfloat x7 = 0.20f * angleSin;
	//	const GLfloat y7 = 0.20f * angleCos;
	//	const GLfloat x8 = 0.30f * angleSin;
	//	const GLfloat y8 = 0.30f * angleCos;

	//	quad(x5, y5, x6, y6, x7, y7, x8, y8);

	//	extrude(x6, y6, x7, y7);
	//	extrude(x8, y8, x5, y5);
	//}
}

void Logo::add(const QVector3D &v, const QVector3D &n)
{
	GLfloat *p = m_data.data() + m_count;
	*p++ = v.x();
	*p++ = v.y();
	*p++ = v.z();
	*p++ = n.x();
	*p++ = n.y();
	*p++ = n.z();
	m_count += 6;
}

void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4)
{
	QVector3D n = QVector3D::normal(QVector3D(x4 - x1, y4 - y1, 0.0f), QVector3D(x2 - x1, y2 - y1, 0.0f));

	add(QVector3D(x1, y1, -0.05f), n);
	add(QVector3D(x4, y4, -0.05f), n);
	add(QVector3D(x2, y2, -0.05f), n);

	add(QVector3D(x3, y3, -0.05f), n);
	add(QVector3D(x2, y2, -0.05f), n);
	add(QVector3D(x4, y4, -0.05f), n);

	n = QVector3D::normal(QVector3D(x1 - x4, y1 - y4, 0.0f), QVector3D(x2 - x4, y2 - y4, 0.0f));

	add(QVector3D(x4, y4, 0.05f), n);
	add(QVector3D(x1, y1, 0.05f), n);
	add(QVector3D(x2, y2, 0.05f), n);

	add(QVector3D(x2, y2, 0.05f), n);
	add(QVector3D(x3, y3, 0.05f), n);
	add(QVector3D(x4, y4, 0.05f), n);
}

void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
{
	QVector3D n = QVector3D::normal(QVector3D(0.0f, 0.0f, -0.1f), QVector3D(x2 - x1, y2 - y1, 0.0f));

	add(QVector3D(x1, y1, +0.05f), n);
	add(QVector3D(x1, y1, -0.05f), n);
	add(QVector3D(x2, y2, +0.05f), n);

	add(QVector3D(x2, y2, -0.05f), n);
	add(QVector3D(x2, y2, +0.05f), n);
	add(QVector3D(x1, y1, -0.05f), n);
}
